compiling metal shader modules
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@@ -14,78 +14,78 @@ gnReturnCode gnCreateOutputDeviceFn(gnOutputDevice* outputDevice, gnInstance* in
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outputDevice->outputDevice->queues[i] = outputDevice->outputDevice->device.newCommandQueue;
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}
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{
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// {
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// NSError* error = nil;
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// MTLCompileOptions* options = nil;
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// NSString *shaderSource = @"#include <metal_stdlib>\
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// using namespace metal;\
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// struct VertexOut {\
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// float4 position [[position]];\
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// float2 uv;\
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// };\
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// vertex VertexOut vs_main(uint vertexID [[vertex_id]]) {\
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// float2 positions[4] = {\
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// {-1.0, -1.0},\
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// { 1.0, -1.0},\
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// {-1.0, 1.0},\
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// { 1.0, 1.0}\
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// };\
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// float2 uvs[4] = {\
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// {0.0, 1.0},\
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// {1.0, 1.0},\
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// {0.0, 0.0},\
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// {1.0, 0.0}\
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// };\
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// VertexOut out;\
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// out.position = float4(positions[vertexID], 0.0, 1.0);\
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// out.uv = uvs[vertexID];\
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// return out;\
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// }\
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// fragment float4 fs_main(VertexOut in [[stage_in]],\
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// texture2d<float> colorTex [[texture(0)]],\
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// sampler samp [[sampler(0)]]) {\
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// return colorTex.sample(samp, in.uv);\
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// }\
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// ";
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// id<MTLLibrary> library = [outputDevice->outputDevice->device newLibraryWithSource:shaderSource options:nil error:&error];
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NSError* error = nil;
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MTLCompileOptions* options = nil;
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NSString *shaderSource = @"#include <metal_stdlib>\
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using namespace metal;\
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struct VertexOut {\
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float4 position [[position]];\
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float2 uv;\
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};\
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vertex VertexOut vs_main(uint vertexID [[vertex_id]]) {\
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float2 positions[4] = {\
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{-1.0, -1.0},\
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{ 1.0, -1.0},\
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{-1.0, 1.0},\
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{ 1.0, 1.0}\
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};\
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float2 uvs[4] = {\
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{0.0, 1.0},\
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{1.0, 1.0},\
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{0.0, 0.0},\
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{1.0, 0.0}\
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};\
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VertexOut out;\
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out.position = float4(positions[vertexID], 0.0, 1.0);\
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out.uv = uvs[vertexID];\
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return out;\
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}\
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fragment float4 fs_main(VertexOut in [[stage_in]],\
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texture2d<float> colorTex [[texture(0)]],\
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sampler samp [[sampler(0)]]) {\
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return colorTex.sample(samp, in.uv);\
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}\
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";
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id<MTLLibrary> library = [outputDevice->outputDevice->device newLibraryWithSource:shaderSource options:nil error:&error];
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if (!library) {
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gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
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.message = gnCreateString("Failed to compile framebuffer shader")
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});
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return GN_FAILED_TO_CREATE_DEVICE;
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}
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// id<MTLFunction> vs = library->newFunction(NS::String::string("vs_main", NS::UTF8StringEncoding));
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id<MTLFunction> vs = [library newFunctionWithName:@"vs_main"];
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id<MTLFunction> fs = [library newFunctionWithName:@"fs_main"];
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// if (!library) {
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// gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
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// .message = gnCreateString("Failed to compile framebuffer shader")
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// });
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// return GN_FAILED_TO_CREATE_DEVICE;
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// }
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// // id<MTLFunction> vs = library->newFunction(NS::String::string("vs_main", NS::UTF8StringEncoding));
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// id<MTLFunction> vs = [library newFunctionWithName:@"vs_main"];
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// id<MTLFunction> fs = [library newFunctionWithName:@"fs_main"];
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if (vs == nil) {
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gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
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.message = gnCreateString("Failed to load frambuffer vertex shader")
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});
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return GN_FAILED_TO_CREATE_DEVICE;
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}
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// if (vs == nil) {
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// gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
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// .message = gnCreateString("Failed to compile frambuffer vertex shader")
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// });
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// return GN_FAILED_TO_CREATE_DEVICE;
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// }
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if (fs == nil) {
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gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
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.message = gnCreateString("Failed to load frambuffer fragment shader")
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});
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return GN_FAILED_TO_CREATE_DEVICE;
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}
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// if (fs == nil) {
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// gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
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// .message = gnCreateString("Failed to compile frambuffer fragment shader")
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// });
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// return GN_FAILED_TO_CREATE_DEVICE;
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// }
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MTLRenderPipelineDescriptor* pipelineDesc =[[MTLRenderPipelineDescriptor alloc] init];;
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pipelineDesc.vertexFunction = vs;
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pipelineDesc.fragmentFunction = fs;
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pipelineDesc.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm_sRGB;
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// MTLRenderPipelineDescriptor* pipelineDesc =[[MTLRenderPipelineDescriptor alloc] init];;
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// pipelineDesc.vertexFunction = vs;
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// pipelineDesc.fragmentFunction = fs;
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// pipelineDesc.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm_sRGB;
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outputDevice->outputDevice->framebuffer = [outputDevice->outputDevice->device newRenderPipelineStateWithDescriptor:pipelineDesc error:&error];
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if (!outputDevice->outputDevice->framebuffer) {
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gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
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.message = gnCreateString("Failed to create frambuffer render pipeline")
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});
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return GN_FAILED_TO_CREATE_DEVICE;
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}
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}
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// outputDevice->outputDevice->framebuffer = [outputDevice->outputDevice->device newRenderPipelineStateWithDescriptor:pipelineDesc error:&error];
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// if (!outputDevice->outputDevice->framebuffer) {
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// gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
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// .message = gnCreateString("Failed to create frambuffer render pipeline")
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// });
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// return GN_FAILED_TO_CREATE_DEVICE;
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// }
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// }
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return GN_SUCCESS;
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}
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@@ -23,6 +23,7 @@ gnPhysicalDevice* gnGetPhysicalDevicesFn(gnInstance* instance, uint32_t* deviceC
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devicesList[i].properties.deviceType = GN_EXTERNAL_DEVICE;
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// below I am going to fake that there is one queue that can support graphics, compute, and transfer queues
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devicesList[i].queueProperties.queueCount = 1;
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devicesList[i].queueProperties.queueProperties = malloc(sizeof(gnQueueProperties));
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devicesList[i].queueProperties.queueProperties[0] = (gnQueueProperties){
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.queueCount = 1,
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@@ -40,3 +40,10 @@ gnReturnCode gnCreatePresentationQueueFn(gnPresentationQueue* presentationQueue,
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return GN_SUCCESS;
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}
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void gnDestroyPresentationQueueFn(gnPresentationQueue *presentationQueue) {
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for (int i = 0; i < presentationQueue->imageCount; i++) {
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[presentationQueue->presentationQueue->textures[i] release];
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}
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free(presentationQueue->presentationQueue);
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}
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@@ -0,0 +1,7 @@
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#pragma once
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#include "core/shader_module/gryphn_shader_module.h"
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#import <Metal/Metal.h>
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typedef struct gnPlatformShaderModule_t {
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id<MTLFunction> function;
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} gnPlatformShaderModule;
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@@ -0,0 +1,87 @@
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#include "metal_shader_module.h"
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#include "spirv_cross_c.h"
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#include "core/debugger/gryphn_debugger.h"
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#include "core/devices/metal_output_devices.h"
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#import <Foundation/Foundation.h>
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#import <Metal/Metal.h>
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void mtlSpirVErrorCallback(void *userdata, const char *error) {
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struct gnDebugger_t* debugger = (struct gnDebugger_t*)userdata;
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gnDebuggerSetErrorMessage(debugger, (gnMessageData){
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.message = gnCreateString(error)
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});
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}
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gnReturnCode gnCreateShaderModuleFn(struct gnShaderModule_t *module, struct gnOutputDevice_t *device, struct gnShaderModuleInfo_t shaderModuleInfo) {
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module->shaderModule = malloc(sizeof(struct gnPlatformShaderModule_t));
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spvc_context context = NULL;
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spvc_parsed_ir ir = NULL;
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spvc_compiler compiler = NULL;
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const char *result = NULL;
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spvc_resources resources = NULL;
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const spvc_reflected_resource *list = NULL;
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spvc_compiler_options options = NULL;
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size_t count;
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spvc_context_create(&context);
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spvc_context_set_error_callback(context, mtlSpirVErrorCallback, module->device->instance->debugger);
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spvc_context_parse_spirv(context, shaderModuleInfo.code, shaderModuleInfo.size / 4, &ir);
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spvc_context_create_compiler(context, SPVC_BACKEND_MSL, ir, SPVC_CAPTURE_MODE_COPY, &compiler);
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spvc_compiler_create_compiler_options(compiler, &options);
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spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_MSL_VERSION, 200);
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spvc_compiler_install_compiler_options(compiler, options);
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SpvExecutionModel executionModel = SpvExecutionModelVertex;
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if (shaderModuleInfo.stage == GN_FRAGMENT_SHADER_MODULE) executionModel = SpvExecutionModelFragment;
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spvc_compiler_set_entry_point(compiler, shaderModuleInfo.entryPoint.value, executionModel);
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spvc_result res = spvc_compiler_compile(compiler, &result);
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if (res != SPVC_SUCCESS)
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return GN_FAILED_TO_CONVERT_SHADER_CODE;
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// this is where to use result
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NSError* error = nil;
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MTLCompileOptions* mtloptions = nil;
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NSString* sourceCode = [NSString stringWithCString:result encoding:NSUTF8StringEncoding];
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id<MTLLibrary> shaderLib = [device->outputDevice->device newLibraryWithSource:sourceCode options:mtloptions error:&error];
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if (!shaderLib) {
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const char* errorString = error.localizedDescription.UTF8String;
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gnDebuggerSetErrorMessage(device->instance->debugger, (gnMessageData){
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.message = gnCombineStrings(gnCreateString("Failed to compile metal library "), errorString)
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});
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return GN_FAILED_TO_CREATE_SHADER_MODULE;
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}
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const char* name = shaderModuleInfo.entryPoint.value;
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if (strcmp(name, "main") == 0) {
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name = "main0";
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}
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gnBool foundFunction = false;
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for (int i = 0; i < shaderLib.functionNames.count; i++) {
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if (strcmp([shaderLib.functionNames objectAtIndex:0].UTF8String, name) == 0) {
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foundFunction = true;
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}
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}
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if (!foundFunction) {
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gnDebuggerSetErrorMessage(device->instance->debugger, (gnMessageData){
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.message = gnCombineStrings(gnCreateString("Failed to find specified entry point "), name)
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});
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return GN_FAILED_TO_FIND_ENTRY_POINT;
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}
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NSString* functionName = [NSString stringWithCString:name encoding:NSUTF8StringEncoding];
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module->shaderModule->function = [shaderLib newFunctionWithName:functionName];
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[shaderLib release];
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spvc_context_destroy(context);
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return GN_SUCCESS;
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}
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void gnDestroyShaderModuleFn(struct gnShaderModule_t* module) {
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}
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@@ -23,6 +23,10 @@ gnReturnCode gnCreateMacOSWindowSurfaceFn(struct gnWindowSurface_t* windowSurfac
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return GN_SUCCESS;
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}
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void gnDestroyWindowSurfaceFn(struct gnWindowSurface_t *windowSurface) {
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free(windowSurface->windowSurface);
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}
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struct gnSurfaceDetails_t gnGetSurfaceDetailsFn(
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// struct gnWindowSurface_t* windowSurface,
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// struct gnPhysicalDevice_t device,
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@@ -17,7 +17,9 @@ typedef enum gnReturnCode_t {
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GN_FAILED_TO_CREATE_PRESENTATION_QUEUE,
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GN_UNSUPPORTED_IMAGE_COUNT,
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GN_FAILED_TO_CREATE_IMAGE_VIEW,
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GN_FAILED_TO_CREATE_SHADER_MODULE
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GN_FAILED_TO_CREATE_SHADER_MODULE,
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GN_FAILED_TO_CONVERT_SHADER_CODE,
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GN_FAILED_TO_FIND_ENTRY_POINT
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// GN_UNKNOWN_FRAMEBUFFER_ATTACHMENT,
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// GN_UNKNOWN_FUNCTION,
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@@ -48,5 +50,7 @@ static const char* gnErrorCodeToCString(enum gnReturnCode_t returnCode) {
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case GN_UNSUPPORTED_IMAGE_COUNT: return "GN_UNSUPPORTED_IMAGE_COUNT";
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case GN_FAILED_TO_CREATE_IMAGE_VIEW: return "GN_FAILED_TO_CREATE_IMAGE_VIEW";
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case GN_FAILED_TO_CREATE_SHADER_MODULE: return "GN_FAILED_TO_CREATE_SHADER_MODULE";
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case GN_FAILED_TO_CONVERT_SHADER_CODE: return "GN_FAILED_TO_CONVERT_SHADER_CODE";
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case GN_FAILED_TO_FIND_ENTRY_POINT: return "GN_FAILED_TO_FIND_ENTRY_POINT";
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}
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}
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